ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled.

GLSL130 doesn't support passing structs between shaders.
This is not a problem for stereo 3D which has a GLSL150 requirement.
This commit is contained in:
Jules Blok
2014-11-04 11:53:19 +01:00
parent 51a4d6a4be
commit 27f3f804a0
3 changed files with 80 additions and 23 deletions

View File

@ -123,11 +123,31 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
}
uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
out.Write("centroid out VS_OUTPUT %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "v" : "o");
if (g_ActiveConfig.iStereoMode > 0)
{
out.Write("centroid out VS_OUTPUT o;\n");
}
else
{
// Let's set up attributes
for (size_t i = 0; i < 8; ++i)
{
if (i < xfmem.numTexGen.numTexGens)
{
out.Write("centroid out float3 uv%d;\n", i);
}
}
out.Write("centroid out float4 clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
out.Write("centroid out float4 Normal;\n");
out.Write("centroid out float4 colors_02;\n");
out.Write("centroid out float4 colors_12;\n");
}
out.Write("void main()\n{\n");
if (g_ActiveConfig.iStereoMode > 0)
if (g_ActiveConfig.iStereoMode <= 0)
out.Write("VS_OUTPUT o;\n");
}
else // D3D
@ -414,8 +434,24 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
if (api_type == API_OPENGL)
{
if (g_ActiveConfig.iStereoMode > 0)
out.Write("v = o;\n");
if (g_ActiveConfig.iStereoMode <= 0)
{
// Bit ugly here
// TODO: Make pretty
// Will look better when we bind uniforms in GLSL 1.3
// clipPos/w needs to be done in pixel shader, not here
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
out.Write("uv%d.xyz = o.tex%d;\n", i, i);
out.Write("clipPos = o.clipPos;\n");
if (g_ActiveConfig.bEnablePixelLighting)
out.Write("Normal = o.Normal;\n");
out.Write("colors_02 = o.colors_0;\n");
out.Write("colors_12 = o.colors_1;\n");
}
out.Write("gl_Position = o.pos;\n");
}